Vasari Abilities

I have played a couple games as vasari and I kind of dig them. Ulike TEC though, I have no real clue on how to use their special abilities, nor which to put priority on (KoI - Weapon, Shield, Flak for example).

Battleship - Devastator

Power surge - No idea how to use this. Advice would be appriciated.

Jam Weapons - Disables enemy strike craft in a small radius correct? High or low priority?

Disruptive strikes - Also, have no idea how to use this or what it really does.

Volitile Nanites - This one is a clear winner. Saw the vid of the fleet of LRM getting wiped out and I was sold. Part of the reason I'm trying to learn this race.

Carrier - Skirantra

Repair cloud - Seems simple enough. Does this stack however? Should carriers be on the front lines?

Scramble bombers - This creates one extra squad of bombers correct?

Microphasing Aura - Still a little foggy on this one. Is it useful? How do you apply it? Is this low priority?

Replicate forces - Can someone explain this one and its tactical application?

Colony Cap - Evacuator

Colonize - Vasari Colonize only increases build time correct?

Gravity Warhead - Slows down Enemy ships and prevents phase jumping. Is this an AoE or single target? How long does it disable phase jumping?

Nano-Dissasembler - This is a DoT? Appears to be the only dmg ability this ship has. Any advice on  how to use it? Is this a priority over the other 2 abilities?

Drain Planet - Haven't used this one.  Any advice would be appriciated.

 

Support cap - Maraurder

Phase out hull - Still haven't quite figured out how to use this. I know it takes one ship out of the fight, but how is it best to apply this power? Once the target goes out, it ceases to be a target, so the your Mararder seeks to find a new one, often going past the target ship. Do you have to manually sit there the entire time phasing it out and then stopping it from moving?

Distort Gravity - Speeds up your ships. Cool ability. Still need to master getting everyone in the radius.

Subversion - Still trying to see the value in this one.

Stabalize Phase space - This also is a great ability. This ship...ability wise, seems the best in the fleet.

Dreadnaught - Desolator

Phase Missle Swarm - Direct Damage, seems to be best ability.

Deploy Siege Platform - Don't see the use of this one.

Assult Spec - I put points here just because they have no where else to go.

Disintegration - Haven't had the chance to use this one. Any advice here?

Any advice, additional thoughts/tips, or disagreements would be welcome. Just trying to get a grasp on their special abilities, to get a better tactical grasp of this race.

Frigates/Cruisers -

The only one that I am familiar with is the subverter and the shield disruption. I've had a little trouble using it though, often getting a invalid target icon when I try to manually target an enemy ship. What is a good ratio of LRM:Subverters?

What other cruisers/frigate abilities are useful?

Do the Vasari have a way to gain anti-matter via ships?

Again, any other info, tips would be most welcome.

 

Thanks

 

 

 

 

 

 

 

 

18,922 views 32 replies
Reply #1 Top
Ok then,let's get started,i'l help to the best of my knowledge....

Battleship - Devastator

Power surge - Increases damage output for a short while,i look to use this whenever i'm trying to shoot down a capital as fast as possible.

Jam Weapons - Yeah,jams weapons,good to have when you throw your capital into a giant fleet, but i honestly see no real effects from this.

Disruptive strikes - Can't recall what this even does

Volitile Nanites - I think you already know then.

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Carrier - Skirantra

Never used the thing

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Dreadnaught - Desolator

Phase Missle Swarm - Good damage to anything in range,honestly thought...it seems to do 95% of it's damage to whatever your currently shooting.

Deploy Siege Platform - have the agree,i don't think the siege platform can even attack planets,mine just seems to sit there

Assult Spec - Yup.....

Disintegration - Never used

Skipped marauder since i never used it, and dunno about the frigates

Tried my best =D

Reply #2 Top
Power surge is a basic attack and shield buff.

Disruptive strikes has a chance of destroying antimatter already in the reserves of the enemy ship(passive).

Subverter cruiser ability only works on frigates and cruisers.

Micro phasing aura makes fighter/bombers make micro jumps in system there by avoiding being shot down(passive).

And the rest I don't feel like answering.


P.S. Try READING the info cards they explain things well enough.
Reply #3 Top
Subversion - Reduces the production speed of buildings and ships at the planet that its used on. Great ability for hit n run, especially at the beginning of a game. Increases by 15% per level, i.e. 15% reduction at level 1 and 45% at level 3. Lasts roughly 300 seconds though that may increase (have to check this).

Enforcers have the ability to self heal which can be quite useful. Not sure what its called though.

Kanrak Assailants have the option to do AoE damage but have reduced speed while doing so. Not sure about the effectiveness of this though.
Reply #4 Top
Power surge - Read the effect bar. It's good.
Jam Weapons - Not a bad ability if only against carrier-heavy fleets.
Disruptive strikes - Read the ability. Combines nicely with power surge. More hits on enemy ships = longber cooldown and less antimatter.
Volitile Nanites - Good ability. Takes out capital ships right quick with combined fire.

Repair cloud - Don't know if it stacks, but it's a nice ability.
Scramble bombers - I believe it's X extra bombers, where X=the level of this ability.
Microphasing Aura - The specifics are a little unknown, but the higher the level, the more often fighters tend to "phase out" at just the right time. It's a real winner in a carrier-heavy fleet, as it effects all fighters within its decent-sized radius.
Replicate forces - You get a free duplicate frigate or cruiser, basically. I'm not exactly sold on it, but it's a good way to get more support cruisers in the middle of a fight (the AI tends to target them first).

Colonize - decreases build time. Can be really good depending on the situation.
Gravity Warhead - Single target, but it's extremely effective against individual capital ships or pivotal cruisers - trap 'em and stick 'em, basically.
Nano-Dissasembler - Combined with gravity warhead, you can really screw over a specific ship with this.
Drain Planet - It's good. You manage to hit a planet for a lot of damage and get a lot of resources. What's not to like?

Phase out hull - This is a good support ability. At level 3, you can keep 5 ships phased out at once. The best time to use this ability is in the early fight, when you couldn't possibly be shooting at all the ships your enemy has. Effectively keep them out of the fight for a while (when you wouldn't have been targetting them anyways) and then turn the ability off and mop them up later.
Distort Gravity - As you noted, it's a very good ability. Great for catching up to slowed-down ships.
Subversion - It's like a really crappy Embargo. I never much cared for this ability.
Stabalize Phase space - Great in the late-game for obvious reasons.

Phase Missle Swarm - Absolutely amazing ability, dealing lots of damage to everything within range. The range is short, though, so don't set it to auto-cast. You've got to position the Desolator just right for this, but it can be critical. I like to use Desolators as my first capital ships for this ability alone.
Deploy Siege Platform - Relatively poor ability. It's okay later on to supplement the assault specialization, but it's no good in the earlier game.
Assult Spec - It's quite good past level one, and at level 3, it's pretty deadly. Good in the mid to late game when you're assaulting enemy planets rather than colonizing neutral ones.
Disintegration - A constant stream of damage. It does 200 damage/second for several seconds, which is absolutely insane when the ship in question is having its shields lowered and is under the effect of volatile nanites and a nano-disassembler. It can easily knock out a capital ship's shields all on its own, or bring a capital ship from "wounded, but all right" straight to dead.

Other abilities:
Subverters are absolutely amazing. I always feature a good number of them in my fleets. The shield lowering ability is great no matter what the weapons you're using, but it's extra good with phase missiles. Don't forget that ALL your fighter craft use phase missiles. The "disable" type ability is like a lesser gravity warhead, which can allow you to disable small piles of enemy cruisers and frigates. This allows you to inflict decent damage on even fleeing fleets, as you'll manage to disable several of them and pick them off while the rest flee.

Overseers aren't so great, in my mind. They're worth keeping around for detecting enemy fleets and slowing phase jumps to your location, and their "temporary hull points" ability is fair, but they're nowhere near as all-important as subverters. Always have some around, but don't go overboard.

The "exploder missiles" ability for the Vasari Assailants is great because it can be in use 100% of the time if you want to. Make use of it.

Don't forget that navigators have the extractor claiming power and not your colony ships. This means in the early game, you get a big boost in resources provided you stumble upon an asteroid belt, gas giant, or space junk.

Enforcers get an ability that halves enemy speed. Use it religiously. Combined with the rest of your fleet, it makes it easy to pin down fleeing enemies and bite off big chunks.

Skirmishers and Enforcers get the Reintegration ability as well, so they can quickly recover from combats. Considering that they will be your frontline ships, it's a very useful ability post-battle.

That's about it, really. There are a couple other late-game abilities for the scouts and skirmishers that I have never found really justify continuing to build those ships over Enforcers and various other options.
Reply #5 Top
just so you dont get the wrong idea, since a few people made the same mistake in this thread.

phase missile swarm can only hit 3/5/7 targets at most per usage.
Reply #6 Top
The colonize ability of the Evacuator does colonize planets, the increased production speed must just be a bonus to keep it usefull when you arn't colonizing anymore.
Reply #7 Top
I've read every single info card. However, they don't tell you how effective they are, their practical applications, if they stack, etc. etc. etc.

They don't provide the kind of information many people have posted, and I thank you for your feedback fellas. Reply 4 (can't see your name) that was exactly what I was looking for. Really appriciate it.

Norrec - Its a timed bonus after you colonize a planet.
Reply #8 Top
for the skill Deploy Siege Platform, to use it so that it attacks the planet, you have to use the skill ON the planet you wish to attack. Placing it near the planet will not work...this is probably a bug.
Reply #9 Top
Repair cloud - Don't know if it stacks, but it's a nice ability.
Scramble bombers - I believe it's X extra bombers, where X=the level of this ability.
Microphasing Aura - The specifics are a little unknown, but the higher the level, the more often fighters tend to "phase out" at just the right time. It's a real winner in a carrier-heavy fleet, as it effects all fighters within its decent-sized radius.


-repair cloud doesn't stack.
-scramble bombers create 1 squad for 120 every 60 sec, levels only decrease anti-matter cost.
-microphasing aura does the following:
every 4/4/3 seconds theres 20%/30%/30% chance that the fighters/bombers will teleport 750 range towards their current target.






Reply #10 Top
@OP,

Here are the non-capital ship abilities:

Jikaras Navigator

Explore: All scouts have this obvious ability.

Capture Extractor: Builds extractors on unclaimed asteroids.

Phasic Cloaking: Allows the Navigator to shift between phase space and real space anytime, anywhere(no specific position or charge-up time required to jump).

Unstoppable Phase Jump: Ignores Phase Jump Inhibitors.

Kanrak Assailant

Charged Missiles: Disables the Assailant's engines but gives it longer range and the ability to do area effect damage. Can be deadly if the Charged Phase Missiles penetrate enemy shields and then explode with splash damage. What's more, this ability can remain active through the length of the battle.

Ravastra Skirmisher

Cripple Abilities: Straightaway knocks out all the abilities of a target frigate or cruiser, but doesn't work on capital ships.

Reintegration: Fully repairs the Skirmisher from time to time.

Junsurak Sentinel

Charged Missiles: Same as the Assailant's ability, the Sentinel can disable it's engines in exchange for longer range and splash warheads. Good against enemy strike craft squadrons since multiple fighters/bombers get hit at once, and this ability never requires a cool-down or antimatter supply, so it has unlimited duration.

Severun Overseer

Reactive Nanite Armor: Repairs a friendly target ship by 250 damage immediately and increases it's hitpoints and armor while in use.

Mobile Phase Detection: Detects any hostile ships phase jumping to the gravity well occupied by the Overseer.

Jump Degradation: Slows down all hostile ships phase jumping towards the gravity well occupied by the Overseer.

Stilakus Subverter

Defeat Shields: Gives all nearby friendly ships a 25% increase in the chance for their attacks to bypass enemy shields, irrespective of what kind of weapon the friendly ships are using! Even Skirmishers can bypass shields, mitigation, and regeneration defenses when they are empowered by a nearby Subverter using this ability.

Distortion Field: Disables a target enemy ship for 30 seconds, knocking out their abilities and phase drives and effectively reducing them to sitting ducks.

Skarovas Enforcer

Inertial Field: Throws up an aura inside which all hostile ships get their speeds halved. I don't know if this stacks or not, but if it does, enemy strike craft attacks could be ruined by a fleet of Enforcers and enemy heavy cruisers would never be able to reach firing range.

Reintegration: Same as the Skirmisher's ability, the Enforcer can also periodically initiate full self-repairs and thus fight many hard duels in quick succession.
Reply #11 Top

Charged Missiles: Same as the Assailant's ability


charged missiles:
the sentinel and assailant get different charged missiles.

assailant one does 15 damage and can hit 4 targets within 1500 range of the target and increases turning rate.
sentinel one does 12 damage and can hit 3 targets within 750 range of the target, no change to turning rate.

defeat shields:
defeat shields also reduces shield migation itself by 10%
Reply #12 Top
assailant one does 15 damage and can hit 4 targets within 1500 range of the target and increases turning rate.
sentinel one does 12 damage and can hit 3 targets within 750 range of the target, no change to turning rate.


Aren't the 12/15 damage ratings boosts over the base of 30(Sentinel - 1 side) and 78(Assailant)? And are the range figures increases in firing range, or explosion radii?

So the Sentinel would be doing 42 damage(before NME Warheads) against 3 strikecraft, so it's dealing 126 damage actually. With it's 4 launchers, it could deal 504 damage every 6 seconds spread out over 3 to 12 strikecraft, for a total of 84 DPS! Without the ability, it would deal 30 damage to 1-4 strikecraft for a total of 120 damage and 20 DPS. With Charged Phase Missiles armed with NME Warheads, it would be dealing 50.4 damage to each bomber for a max of 100.8 DPS!!! Illuminators beware.

And the Assailant, with Charged Missiles, would at best be dealing 93 damage to 4 targets for a total of 372 damage over 7 seconds for 53.1 DPS. With NME Warheads, it would go up to 63.7 DPS.
Reply #13 Top
bad news, just looked at it more closely and for sentinels the beam can only chain re-act from a fighter and hit other fighters.

anyway I havent done dps calculations, basically it just says in the entity files that the beams that come out can hit things within 1500/750 range (you can see it as the radius of the chain attack) from the target the assailants are hitting and for assailants the beam does 15 damage to at most 4 extra targets (sometimes 0 might occur), for sentinel its 12 damage with 3 hits at most.

charged missile increases the range by 25% for both ships.

Reply #14 Top
Just to be clear: Grav warhead is AoE. And in my opinion it is easily the best ability in the whole game. I rarely lack the firepower to take a ship down, but i always need the ability to make a ship stay while i take it down.

Remember, nothing bring a bigger smile to your face, than to see your enemies precious capital ship go down, then start running and become stranded just when it is about to enter phase space. I tend to wait until the last moment as it charges up, not only to maximize the time i can keep firing on it, but also to torment the poor guy making him believe he will actually get away.

The only thing with this ability is that you need lvl3 / or phase inhibitors / to make sure the enemy can not flee while the ability recharges. Or you just use 2 evacuators :P that way noone will ever leave unless you want to.

Also, considering how slow the space whale is, its wise to bring the cap with the speed boost along, so that you can actually catch someone.
Reply #15 Top
Some really good information in here, thanks guys. I just started looking at the Vasari recently and am interested in developing my skills playing this race.

I would like to know what ships you use for your defensive and offensive fleets and any information regarding the returning armada (DF)? will be helpful as I have yet to get to that point. I am not sure how to activate it, direct it or what to do with it once it finishes off the invading fleet.
Reply #16 Top

Devastator: Disruptive strikes is great vs cap ships in long fights, esp since its a passive ability (no micro)

Skirantra: Replicate can instantly clone a few enforcers, quite useful but I'd rather have a direct dmg power to take down caps faster

Evacuator: grav warhead & nano are nice, but Evacuator is not a battleship. It's too slow and dies too fast to be combat useful in mid/late games

Desolator: siege platform is range bugged. Useless unless microed
Reply #17 Top
All you need to do is rush to Returning Fleet and effortlessly decimate your enemies.
Reply #18 Top
Battleship - Devastator
Power surge - No idea how to use this. Advice would be appriciated.

It buffs the recharge rate of the Devastator's weapons (greatly improving it's damage output) and its shield regeneration. It's a pretty awesome buff.

Jam Weapons - Disables enemy strike craft in a small radius correct? High or low priority?

Depends on how many strike craft you're running into. Handy but not that great, in my opinion, as it doesn't actually damage the targets.

Disruptive strikes - Also, have no idea how to use this or what it really does.

Does exactly what it says - gives a chance to reduce the target's antimatter and increase the recharge of their abilities every time the Dev hits with its energy weapons.

Passive, and can be surprisingly useful against enemy Caps.

Volitile Nanites - This one is a clear winner. Saw the vid of the fleet of LRM getting wiped out and I was sold. Part of the reason I'm trying to learn this race.

Yeah, it's pretty cool. ;)

Carrier - Skirantra
Repair cloud - Seems simple enough. Does this stack however? Should carriers be on the front lines?

It doesn't stack with another repair cloud, but it does stack with different repair abilities (like the self-repair on upgraded light frigates and heavy cruisers).

If you do have two or more Carrier Caps, just don't fire it from them all at the same time. ;)

All Caps are pretty durable, so you can have them backing up the front lines. If this makes you nervous, Repair Cloud is still useful after a battle is over, to get the fleet back to prime condition much more quickly than through auto-repair alone.

The Vasari Caps have a lot abilities that make them well-suited to raiding well behind enemy lines, and this is one of them.

Scramble bombers - This creates one extra squad of bombers correct?

Yup. I believe the duration is twice the recharge, so until you run out of antimatter, you can actually get two extra squadrons of bombers out by firing it every time it recharges.

Microphasing Aura - Still a little foggy on this one. Is it useful? How do you apply it? Is this low priority?

It gives strike craft in the area a chance to teleport towards their target every few seconds, allowing them to close range faster (and thus increase their damage output). Also, for the second they're teleporting, they can't be attacked.

If you're not afraid to bring you carrier cap up to the front lines, where your strike craft are fighting, it can be quite handy (it's passive, so it's on all the time). If you're going to sit back from the action, though, it's less useful.

Replicate forces - Can someone explain this one and its tactical application?

It creates copies of the target friendly ship - basically it allows you to create new ships for 'free' (no cost in cash or resources).

Another of the abilities that allow the Vasari Caps to work well in enemy territory - if your fleet takes losses, you can replace them 'in the field', given time (it's antimatter cost and recharge are fairly hefty).

Colony Cap - Evacuator
Colonize - Vasari Colonize only increases build time correct?

Yup, colonies it creates will build structures quicker for a time.

Gravity Warhead - Slows down Enemy ships and prevents phase jumping. Is this an AoE or single target? How long does it disable phase jumping?

The duration is listed on the info card for the ability - I don't remember it off-hand.

I'm not sure if it's AoE or not - I've only ever used it to stop enemy Cap ships from jumping away, so I've not paid attention to whether it also affects nearby ships. :p

Nano-Dissasembler - This is a DoT? Appears to be the only dmg ability this ship has. Any advice on how to use it? Is this a priority over the other 2 abilities?

It's a nice DoT and a hefty armour debuff. Very nice offensive ability for a colony Cap ship, in my opinion.

Drain Planet - Haven't used this one. Any advice would be appriciated.

Steals resources from enemy planets at a pretty high rate - even if you don't have time to kill an enemy planet before the player brings it back up, it can be very useful in 'raid' attacks.

Support cap - Maraurder
Phase out hull - Still haven't quite figured out how to use this. I know it takes one ship out of the fight, but how is it best to apply this power? Once the target goes out, it ceases to be a target, so the your Mararder seeks to find a new one, often going past the target ship. Do you have to manually sit there the entire time phasing it out and then stopping it from moving?

It takes a target enemy ship out of the fight for a short duration. Great for use against enemy Cap ships.

Distort Gravity - Speeds up your ships. Cool ability. Still need to master getting everyone in the radius.

This is a pretty awesome ability that can be used offensively (to close on enemy vessels, especially fleeing ones), defensively (to escape a battle) or just to get from one system to another quicker.

Subversion - Still trying to see the value in this one.

It's a 'raid' ability - useful when trying to harry the enemy rather than actually attacking in force.

If you don't use those kind of strategies, it's not much use, I agree. ;)

Stabalize Phase space - This also is a great ability. This ship...ability wise, seems the best in the fleet.

Yup, this is another awesome ability, and particularly well suited to working deep in enemy territory.

Dreadnaught - Desolator
Phase Missle Swarm - Direct Damage, seems to be best ability.

Yup - hits more than one target, so best used on groups of enemy ships.

Deploy Siege Platform - Don't see the use of this one.

Helps you take down enemy planets quicker, it's as simple as that. ;)

Assult Spec - I put points here just because they have no where else to go.

Does two things - helps you take down enemy planets quicker and does pretty massive extra damage to orbital structures. The second makes it handy in raids.

Disintegration - Haven't had the chance to use this one. Any advice here?

Massive DoT, and repairs the Desolator's hull at the same time. A great anti-Cap ship ability.

As I've mentioned, Vasari Caps have many abilities that allow them to survive deep in enemy territory and make them well-suited to raids on enemy planets, where the goal is to quickly cripple enemy planets and jump out before a defending fleet arrives.

At the same time, the solid damage abilities allow them to perform well in 'stand-up' fights.
Reply #19 Top
Desolator: siege platform is range bugged. Useless unless microed

Erm, I can't remember ever triggering this manually, but I've had no problems with it on 'auto'. What exactly is the bug?

Reply #20 Top
Desolator: siege platform is range bugged. Useless unless microedErm, I can't remember ever triggering this manually, but I've had no problems with it on 'auto'. What exactly is the bug?


on Auto it places siege platforms too far out from planets to fire.
Reply #21 Top
on Auto it places siege platforms too far out from planets to fire.

Erm, not for me. Or maybe I've just not noticed - it definitely doesn't put them out of range all the time, as I've seen auto-placed ones firing on planets.
Reply #22 Top
Subversion - Still trying to see the value in this one.

It's a 'raid' ability - useful when trying to harry the enemy rather than actually attacking in force.

If you don't use those kind of strategies, it's not much use, I agree.


I really don't see the use of that, either. Ooh no, my structures build a tiny bit slower. Whatever shall I do? I don't usually find myself with more money than I can spend, so slowing production a tiny bit isn't an issue for me, as I don't notice it when I can't afford stuff anyway. If this STOPPED all production it would be awsome. As it is, I never put any points into it.
Reply #23 Top
I really don't see the use of that, either. Ooh no, my structures build a tiny bit slower. Whatever shall I do? I don't usually find myself with more money than I can spend, so slowing production a tiny bit isn't an issue for me, as I don't notice it when I can't afford stuff anyway. If this STOPPED all production it would be awsome. As it is, I never put any points into it.

Fair enough. Personally, I find the 'recon' component quite handy (it lasts 5 minutes even at the lowest level, and 10 at level 3), and if I've just destroyed a few labs, or a trade port, I like knowing that I'm making the most of the damage by slowing down the replacement.

Of course, everyone's mileage varies. ;)

Reply #24 Top
The siege platform takes 40 seconds to build.

Seeing as the Desolator has to be within 2600 units of a planet to cast it, and the siege platform can hit a planet from 3000 units away, I'm guessing it's this delay that makes it seem non-functional.
Reply #25 Top
I really don't see the use of that, either. Ooh no, my structures build a tiny bit slower. Whatever shall I do? I don't usually find myself with more money than I can spend, so slowing production a tiny bit isn't an issue for me, as I don't notice it when I can't afford stuff anyway. If this STOPPED all production it would be awsome. As it is, I never put any points into it.Fair enough. Personally, I find the 'recon' component quite handy (it lasts 5 minutes even at the lowest level, and 10 at level 3), and if I've just destroyed a few labs, or a trade port, I like knowing that I'm making the most of the damage by slowing down the replacement.Of course, everyone's mileage varies.


Hmm. The vision might be worth it, I never thought of that. Still if Ironclad want it to be a useable ability, I really think it needs a buff (of course, not all abilities can be gamebreaking, and if this is one of their designated 'loser' abilities then I won't fight that).